MCP for Godot
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@MCP for Godotshow me the scene tree for my main scene"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
MCP for Godot
Português do Brasil · Architecture · Security · Tool catalog
MCP for Godot is a local bridge that lets MCP-compatible AI clients inspect, run, observe, and carefully modify one Godot project. It combines a Python stdio MCP server with an opt-in Godot editor addon.
The design starts read-only. Additional capabilities are exposed only through explicit command-line flags. Mutating tools use typed inputs, project-scoped paths, expected hashes or scene revisions, bounded payloads, audit records, and rollback where the operation can provide it.
Preview: version 0.10.0 exposes 65 tools in the complete profile and 20 tools in the default read-only profile. Some protected editor operations need optional native hooks that are not included in this public repository. The server reports those capabilities instead of silently claiming support.
What it can do
Inspect project files, editor state, open scenes, scene trees, nodes, graphics resources, dependencies, import metadata, and recent process output.
Observe an opted-in running 2D scene through bounded live snapshots, a frame timeline, performance counters, viewport metadata, and on-demand PNG capture.
Start and stop a managed editor or game process and run headless validation.
Preview and apply guarded scene, resource, texture-import, and GDScript changes when the corresponding permissions are enabled.
Record summarized operations without storing bridge tokens or script bodies.
Serve both legacy MCP
2025-11-25initialization and request-scoped2026-07-28discovery.
Related MCP server: godot-devtool
Trust model in one minute
One MCP process controls one explicit project directory.
The addon listens on
127.0.0.1and creates a random session token under.godot/ai_mcp/bridge.json.Read-only tools are the default. Flags add narrowly defined capabilities.
Paths are restricted to
res://; traversal, links, hidden targets, oversized messages, and unsupported file types are rejected.This is a local trusted-workstation boundary. Another process running as the same user and able to read the project may also read the bridge token.
Read the full security model before enabling writes, script changes, input injection, or image capture.
Requirements
Python 3.11 or newer
Godot 4.7.2 for the tested compatibility target
An MCP client that can launch a local stdio server
Quick start
Clone and install the Python server:
git clone https://github.com/Dev-Encrypted/mcp-for-godot.git
cd mcp-for-godot
python -m venv .venv
python -m pip install -e .Install the addon into a Godot project:
.\scripts\install-addon.ps1 -Project "C:\path\to\my-game"Or on macOS/Linux:
./scripts/install-addon.sh /path/to/my-gameIn Godot, enable MCP for Godot in Project > Project Settings >
Plugins and keep that editor open. Then configure your client from the
templates in clients/.
Run the server directly to verify its CLI:
mcp-for-godot --project /path/to/my-game --godot /path/to/godotThe command communicates over stdio, so normal diagnostics go to stderr.
Permission profiles
Profile | Flags | Visible tools | Intended use |
Read only | none | 20 | Discovery, scene inspection, live metadata |
Validation |
| 27 | Headless checks and managed processes |
Guarded editing |
| 50 | Checked edits and transactional workflows |
Full protected | add | 58 | Visual evidence, bounded input, script transactions |
Legacy compatibility | add | 65 | Disposable projects and migration only |
Counts are contractual tests for v0.10.0. A tool can still report a structured
unavailable result when the editor, live game, renderer, or native hook it
depends on is absent.
Live observation is opt-in
Installing the addon does not instrument every game scene. To expose runtime
data, attach res://addons/mcp_for_godot/runtime_probe.gd to one node in the
scene, preferably named AIMonitor, and run the scene through an editor with
the debugger connected. The sample project shows the expected setup.
The collector limits tree size, viewport count, payload size, text fields, and
sample frequency. Pixel capture requires --allow-capture and is performed on
demand. See live telemetry.
Stock Godot and optional native hooks
The public package works with stock Godot for project inspection, the local bridge, live opt-in observation, process lifecycle, and supported public editor APIs. Native shader parsing, protected scene history, and native debugger event buffers report unavailable when the editor lacks the corresponding optional C++ hooks. See the exact matrix in compatibility.
Tests
python -m unittest discover -s tests -vTo include the real-editor addon parse smoke test:
$env:GODOT_BIN = "C:\path\to\Godot_v4.7.2-stable_win64_console.exe"
python -m unittest discover -s tests -vThe suite covers protocol negotiation, capability filtering, path confinement, transaction preview/apply/rollback behavior, addon packaging, and optional headless editor loading. GPU rendering, driver behavior, and visual correctness still require hardware-specific validation; a headless pass is not treated as proof of those properties.
Project status
This repository contains the MCP server and editor addon. Optional native hooks are outside this distribution. Planned work is tracked in ROADMAP.md, with objective gates for broader backend and AI-client compatibility.
License
Original code in this repository is released under the Apache License 2.0. Godot attribution and trademark information are in THIRD_PARTY_NOTICES.md.
This server cannot be deployed
Maintenance
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